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Messages - Mendez

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31
Skins & Bots etc / Re: [HUD] Maestro Buster
« on: January 10, 2021, 07:00:20 AM »
Thanks to Hunter Frags, the HUD has been rediscovered. I've uploaded it to TSPG for safekeeping: https://allfearthesentinel.net/zandronum/download.php?file=maestrohud-maxine.pk3

32
Forum Games / I'm only here to vote for Air Man: Part II
« on: December 30, 2020, 11:03:02 PM »
Snake
Air
Enker
Galaxy

Plant
Wave
Block
Astro

33
Forum Games / I'm only here to vote for Air Man
« on: December 23, 2020, 04:25:35 PM »
Gravity Man
Cloud Man
Time Man
Air Man
Skull Man

Neptune
Blizzard Man
Jewel Man
Clown Man
Shadow Man

34
Cutstuff Discussion and Feedback / Re: Cutstuff Medals - Guide
« on: November 19, 2020, 11:31:18 PM »
All 10 of my medals shine nicely, thank you for fixing the medals Mike

35
I agree with Llama, most vanilla mappers don't want to make a bad map. I also agree that a lot of maps in vanilla are not good for competitive play, but that's because a lot of maps in vanilla are designed for... vanilla deathmatch. V6 vanilla is more fun than V5 vanilla because the pace has been increased and a lot of the maps seem to have these crazy gimmicks that change up the way a match is played. If you want to shut off your brain for a half hour, and get your friends, you can have a decent amount of fun on some of the maps. But this doesn't feel like we're talking about maps for casual play. It feels like we're talking about maps strictly for competitive play.

Rising sand, breakable ice, lifters, pools, teleporters, and M E G A M A N S T A I R S are painful for competitive because a lot of competitive play is based on map control and navigation. In a very competitive game based on pixels and milliseconds, the average competitive player is much more sensitive to map impediments and that's why a lot of the discussion these days is about "smoothing out" the maps. Even something as simple as pits and ledges are enough to make competitive players frustrated. PRIV15 says hi.

Overall, I like the points, but I think applying these points to casual vanilla deathmatch maps doesn't really work. It would make more sense to apply these points to maps made SPECIFICALLY for competitive play, which is why I launched CMCP to kickstart the competitive mapping scene. Pushing competitive mappers to make better competitive maps would lead to a scene that understands exactly what it wants and how to create it, instead of pushing the burden onto the developers who don't really connect with the competitive scene.

Shoutouts to everyone who has the courage, passion, and creativity to contribute to the mapping scene. I hope we're all able to learn from the past decade and push toward a decade of specialized map design.

36
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: October 31, 2020, 05:32:34 AM »
In case anybody new to mapping wants to give it a shot, there's a written tutorial by Rozark that you can find here: https://cutstuff.net/forum/index.php?topic=9763.0
There's also a series of videos I made that you can find here: https://cutstuff.net/forum/index.php?topic=10315.0
I already submitted my piece so I'm hoping to actually finish a map this time

37
Tutorial Collection / Re: Mendez's Mapping Tutorials
« on: October 31, 2020, 05:32:10 AM »
After 4 years, I finally got around to adding a new tutorial for SLADE. Please enjoy

38
Events / Re: Classy Maps for Classy People - A CCBM Mapping Contest!
« on: September 13, 2020, 10:24:16 AM »
After over a month of mapping and over a week of voting, the scores are finally in: https://www.dropbox.com/s/c1bzdt4qop6in21/CMCP_Scoresheet_FINAL.xlsx?dl=0
Here's a pdf made by one of the judges to give their thought process during judging: https://www.dropbox.com/s/668n4iry8e95eth/CMCPlite.pdf?dl=0
(click to show/hide)
The winner of Classy Maps for Classy People is... LlamaHombre! With 464/500 possible points, this win was well deserved!
Coming in second place is none other than... Watzup7856! With 459/500 points, he was very close to being the classiest map!
Finally, coming in third place is... Rozark! With 373/500 points, the judges felt this map was classy enough to win some cash!
Thank you Classy people for taking the time to make these maps, and thank you Very Classy people for taking the time to play and judge these maps. Stay tuned for V1B where the mappers will have an extra month to polish their maps based on feedback. I'm proud of every mapper who had the courage, determination, and passion to build the maps they felt were classy. I hope this enthusiasm for mapping continues into the next version of MM8BDM and the next version of CCBM. Until next time, this is Mendez signing off for now.

39
Events / Re: Classy Maps for Classy People - A CCBM Mapping Contest!
« on: September 03, 2020, 10:31:02 PM »
The map pack has been finished and is now being released to the public! Please enjoy 10 great maps from 10 great creators, as well as a bonus map from yours truly. https://allfearthesentinel.net/zandronum/download.php?file=classymapsforclassypeople_v1.pk3

40
Events / Re: Classy Maps for Classy People - A CCBM Mapping Contest!
« on: September 01, 2020, 05:23:47 PM »
I got the map and have added you to the list of signups. Nice map!
EDIT: Submissions are now closed! Thanks again to everybody who submitted a map in time

41
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V2)
« on: August 27, 2020, 10:16:54 AM »
It has to do with the DM flags set by the expansion. The DM Flags were never updated for Zandro 3.0 so that's why you're having issues looking up and down. Try loading the V1 expansion with this patch and it should work: https://allfearthesentinel.net/zandronum/download.php?file=mmrf-v1-dmflagfix.pk3

42
Anything Goes / Re: General Offtopic Discussion
« on: August 23, 2020, 01:21:05 AM »
Depending on where you go, people are already pointing and laughing. Really though, there isn't much use to the forums since everything tends to be discussed on Discord these days

43
Closed / Re: Downloading
« on: August 14, 2020, 07:23:13 PM »
If Mega is considered an unsafe website, then here's a dropbox link for V5D: https://www.dropbox.com/s/kwoyzrn64xlqtg3/MM8BDM-v5d.zip?dl=0

44
Events / Re: Classy Maps for Classy People - A CCBM Mapping Contest!
« on: August 01, 2020, 11:22:02 PM »
Another big rule change: I want to make sure there's no bias in map submissions so I'm making a rule to prevent signups from showing the judges their maps. If you want to show your signup to people, you can do so through the #contest-discussion or the #content-submissions channel on the TF discord, which will now be restricted to signups only.
1) Maps must be submitted to one of the following:
    A) Mendez
    B) TF Discord (#content-submissions channel)
2) Maps must not be shown to judges, EVER
3) Maps must be submitted in the .PK3 or .WAD format and should be under 10MB
4) Maps must be submitted before the deadline: September 1st 11:59:59 PM PST (Pacific Standard Time)
5) Maps can be updated before the deadline
    A) Basically, you can make small changes if you think you forgot something
6) No submissions or updates are allowed after the deadline

Edit: Another rule change, this time for judges:
I've added a rule to the judging section asking judges to write essays (at least 300 words)  for each entry. The goal is to give everyone good feedback for their maps and to promote truth + transparency between the judges and the contestants. These judges are working hard to make sure this contest is judged fairly and honestly so that we can have better maps in the future.
6) Judges must write an essay (at least 300 words) for each entry to summarize their thoughts

Edit 2: Another quick rule change:
For this competition, I'm allowing stacked spawns so that smaller maps don't have to deal with cheese hits from long-range classes
9) Spawns can be stacked

45
Events / Re: Classy Maps for Classy People - A CCBM Mapping Contest!
« on: August 01, 2020, 11:19:03 AM »
Hey Llama and Trillster, just to clarify: Are you both working solo? I'll add the sign-up template to the top post so that people know how to quickly signup

Edit: I'm also relaying a couple of messages from the discord chat to here
I know it's buried in the rules somewhere but if you do need help with slade and editing content, I've prepared a tutorial. I just released it to the public:


I've also changed the contest rules so that maps are now scored differently. Here's the new score template:
    A) Layout/Spawns are worth up to 50 points (up from 40)
    B) Visuals are worth up to 25 points (down from 30)
    C) Creativity/Concepts are worth up to 10 points (down from 15)
    D) Functionality is worth up to 15 points (same)
    E) Total score = Sum of all previous scores (still up to 100 points)
The reason for this change is because I see people focusing more on making a map pretty than making a map that plays well. Playing in CBL has taught me that a visual style is not that important, what is more important is a layout that is interesting and playable. I also understand that the custom content rules are a huge restraint on some mappers, so I'm going to put less strain on creativity. In the future, there might be contests that focus more on creativity and custom content. However, for this contest, the biggest priorities are good layouts with good ideas for competitive classes. The new score template will reflect that change and will not be changed for the rest of this competition.

I've also clarified rules for custom content a bit. Really, I should have said modded content to begin with. "Custom" implies a new asset made completely from scratch. However, for this contest, I want to emphasize working with the assets that are already given and working from the same sources as everyone else. Again, don't spend more time making the map pretty than making the map playable. CBL had complaints about maps that looked great, but did not play well. The goal of this competition is to help the CCBM community address those issues themselves with good layouts.

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